http://blog.csdn.net/sh15285118586/article/details/46284947
片元着色器:
java代码:(这里是核心)
使用代码:
private float textYOffset = 0;
效果图:右边的文字栏上下移动,没有文字会自动停止移动。这和之前我写的纹理移动不同,之前的是循环移动,这次是定位移动。
顶点着色器:
- uniform mat4 uMVPMatrix;
- attribute vec3 aPosition;
- attribute vec2 aTexCoor;
- varying vec2 vTextureCoord;
- void main()
- {
- gl_Position=uMVPMatrix*vec4(aPosition,1);
- vTextureCoord=aTexCoor;
- }
片元着色器:
- precision mediump float;
- varying vec2 vTextureCoord;
- uniform sampler2D sTexture;
- uniform float uSpan;
- void main()
- {
- vec2 st_Result=vec2(0,0);
- st_Result.x=vTextureCoord.x;
- st_Result.y=vTextureCoord.y+uSpan;
- gl_FragColor=texture2D(sTexture,st_Result);
- }
java代码:(这里是核心)
- package com.hl.paints;
- import java.nio.ByteBuffer;
- import java.nio.ByteOrder;
- import java.nio.FloatBuffer;
- import com.hl.utils.MatrixState;
- import android.opengl.GLES20;
- public class DrawRectMoveStop {
- int mProgram;
- int muMVPMatrixHandle;
- int maPositionHandle;
- int maTexCoorHandle;
- int muSpanHandle;
- FloatBuffer mVertexBuffer;
- FloatBuffer mTexCoorBuffer;
- int vCount=0;
- public DrawRectMoveStop(float width,float height,float s,float t,int mProgram) {
- // TODO Auto-generated constructor stub
- initVertex(width,height,s,t);
- initShader(mProgram);
- }
- private void initVertex(float width, float height,<span style="color:#ff0000;">float s,float t</span>) {// 纹理的传入,目的是在最开始是不是将整个图片放进矩形框中,而是一部分
- // TODO Auto-generated method stub
- vCount = 6;
- float w = width / 2;
- float h = height / 2;
- float vertices[] = new float[] {
- -w, h, 0,
- -w, -h, 0,
- w, -h, 0,
- w, -h, 0,
- w, h, 0,
- -w, h, 0,
- };
- ByteBuffer vbb = ByteBuffer.allocateDirect(vertices.length * 4);
- vbb.order(ByteOrder.nativeOrder());
- mVertexBuffer = vbb.asFloatBuffer();
- mVertexBuffer.put(vertices);
- mVertexBuffer.position(0);
- float texCoor[] = new float[] {
- 0, 0,
- 0, t,
- s, t,
- s, t,
- s, 0,
- 0, 0 };
- ByteBuffer cbb = ByteBuffer.allocateDirect(texCoor.length * 4);
- cbb.order(ByteOrder.nativeOrder());
- mTexCoorBuffer = cbb.asFloatBuffer();
- mTexCoorBuffer.put(texCoor);
- mTexCoorBuffer.position(0);
- }
- private void initShader(int mProgram) {
- // TODO Auto-generated method stub
- this.mProgram = mProgram;
- muMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
- maPositionHandle = GLES20.glGetAttribLocation(mProgram, "aPosition");
- maTexCoorHandle = GLES20.glGetAttribLocation(mProgram, "aTexCoor");
- muSpanHandle=GLES20.glGetUniformLocation(mProgram, "uSpan");
- }
- public void drawSelf(int texId,float currStart){
- GLES20.glUseProgram(mProgram);
- GLES20.glUniformMatrix4fv(muMVPMatrixHandle, 1, false, MatrixState.getFinalMatrix(), 0);
- GLES20.glVertexAttribPointer(maPositionHandle, 3, GLES20.GL_FLOAT, false, 3*4, mVertexBuffer);
- GLES20.glVertexAttribPointer(maTexCoorHandle, 2, GLES20.GL_FLOAT, false, 2*4, mTexCoorBuffer);
- GLES20.glEnableVertexAttribArray(maPositionHandle);
- GLES20.glEnableVertexAttribArray(maTexCoorHandle);
- GLES20.glUniform1f(muSpanHandle, currStart);
- GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
- GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, texId);
- GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vCount);
- }
- }
使用代码:
- private DrawRectMoveStop benRightText;
- BUTTON_BEN_RIGHT3_WIDTH = 2.0f * ratio * 0.23f;
- BUTTON_BEN_RIGHT3_HEIGHT = 1.4f;
- BUTTON_BEN_RIGHT3_XOFFSET = ratio - 2.0f * ratio * 0.23f / 2;
- BUTTON_BEN_RIGHT3_YOFFSET = 1.0f - 0.15f - 0.37f - 0.02f - 0.7f;
- benRightText = new DrawRectMoveStop(BUTTON_BEN_RIGHT3_WIDTH, BUTTON_BEN_RIGHT3_HEIGHT,<span style="color:#ff0000;"> 1.0f, 0.7f</span>, ShaderManager.getMoveTextureShaderProgram());
- //1.0f and 0.7f 是根据纹理图片和宽度计算的。效果图中的右边文字部分,是图片形式的。
- <pre name="code" class="java"> MatrixState.pushMatrix();
- MatrixState.translate(BUTTON_BEN_RIGHT3_XOFFSET, BUTTON_BEN_RIGHT3_YOFFSET, 0);
- benRightText.drawSelf(rText[condition], textYOffset);
- MatrixState.popMatrix();
- <span style="color:#ff0000;">if (UtilConfigArea.isInArea(x, y, AREA_BEN_RIGHT3)) {//onTouchEvent ACTION_MOVE:
- textYOffset -= dy * TOUCH_SCALE_FACTOR * 0.002f;
- if (textYOffset > 0.3f) {
- textYOffset = 0.3f;
- }
- if (textYOffset < 0.0f) {
- textYOffset = 0.0f;
- }
- }</span>
注:本文里面用到一些方法,在我的其它博文中有提到,若用到,请查相关博文。